All of the cards mentioned here are Basic, but some may not be unlocked until the Hero has leveled up.

The Warlock is a Hero that can sacrifice health to draw cards and often pays with other resources in addition to mana to get powerful minions on the board. Warlock players will have to be comfortable at seeing their Hero health fairly low each game.

Soulfire (SF): SF is a great card to use whenever your hand is empty other than this card. Additionally, it is a great card to use near the end of the game when your opponent has very low health because it can go through Taunt minions to hit the enemy directly.

Corruption (CR): CR is the Warlock's basic removal cards and should be used to remove annoying minions from the board to regain board control. The Warlock needs board control for as many turns as possible because late-game is often difficult for the Warlock if he has not already secured the victory.

Flame Imp (FI): FI is an extremely cheap 3/2 minion. The cost that you have to pay is that it does 3 damage to your own Hero, but this is usually negligible in the scope of the game.

Voidwalker (VW): The VW is a great protector early in the game that can prevent the opponents minion's from attacking your valuable minions. Use these to help maintain board control.

Succubus (SC): The SC has a low mana cost but also costs a card if there is another card in your hand. Try to use the SC when your hand is empty other than her or you have a card that you do not need to use for the rest of the game. Also, if you can put her into play on turn 2, she can usually last a good amount of time because the opponent will not want to waste a removal spell on her.

Shadow Bolt (SB): This is a great way to remove most minions on turn 3 and maintain board control.

Hellfire (HF): HF should be used if you have lost board control and want to regain it. Make sure you are doing more damage to your enemy than you are to yourself.

Dread Infernal (DI): The DI is a good late-game Warlock minion because you can pop Divine Shields with the Battlecry. Be careful not to Enrage an enemy minion unless you can remove it that turn anyway.

Neutral minions that are useful to the Shaman in particular:

The Warlock wants to win the game before turn 7 and needs many low-cost minions to do so. The Elven Archer and Voodoo Doctor are both really cheap and have useful Battlecries. The Acidic Swamp Ooze is great to have versus any Hero with weapons, the Bluegill Warrior is a cost efficient unit with Charge, and the Kobold Geomancer gives you a little extra Spell Damage while he is in play. The Novice Engineer helps have additional card draw without having to sacrifice health and the Murloc Tidehunter helps you get early board control. Finally, the Chillwind Yeti is a powerful card that cannot be removed by Priests.